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标题: 内置着色器包含文件 [打印本页]
作者: star-小虎 时间: 2013-10-16 16:12
标题: 内置着色器包含文件
Unity contains several files that can be used by your shader programs to bring in predefined variables and helper functions. This is done by the standard #include directive, e.g.:
Unity包含几个可被你的 着色器程序 使用的文件,它们带有预定义的变量和辅助函数。这通过标准 #include命令来使用,例如:
CGPROGRAM // ... #include "UnityCG.cginc" // ... ENDCGShader include files in Unity are with .cginc extension, and the built-in ones are:
在Unity中Shader include文件的扩展名是.cginc,内置的文件如下:
- HLSLSupport.cginc - (automatically included) Helper macros and definitions for cross-platform shader compilation.
HLSLSupport.cginc :(自动包含)跨平台着色器编译帮助宏和定义 - UnityCG.cginc - commonly used global variables and helper functions.
UnityCG.cginc :常用的全局变量和辅助函数 - AutoLight.cginc - lighting & shadowing functionality, e.g. surface shaders use this file internally.
AutoLight.cginc :灯光和阴影功能,例如surface shaders 内在地使用此文件。 - Lighting.cginc - standard surface shader lighting models; automatically included when you're writing surface shaders.
Lighting.cginc :标准surface shader 灯光模型,当你写表面着色器时自动包含。 - TerrainEngine.cginc - helper functions for Terrain & Vegetation shaders.
TerrainEngine.cginc : 地形和植被着色器的辅助函数。
These files are found inside Unity application ({unity install path}/Data/CGIncludes/UnityCG.cginc on Windows,/Applications/Unity/Unity.app/Contents/CGIncludes/UnityCG.cginc on Mac), if you want to take a look at what exactly is done in any of the helper code.
这些文件存放在Unity程序中,在电脑上的具体位置是: Windows系统在{unity install path}/Data/CGIncludes/UnityCG.cginc Mac系统在 /Applications/Unity/Unity.app/Contents/CGIncludes/UnityCG.cginc 如果你想看一看里面的辅助代码究竟是什么,可以在这些位置找到具体文件。
HLSLSupport.cgincThis file is automatically included when compiling shaders. It mostly declares various preprocessor macros to aid in multi-platform shader development.
当编译着色器时这个文件会自动包括。它主要声明各种预处理宏来帮助多平台着色器开发。
UnityCG.cgincThis file is often included in Unity shaders to bring in many helper functions and definitions.
此文件经常包含在Unity着色器中,带来很多辅助函数和定义。
Data structures in UnityCG.cginc 在UnityCG.cginc中的数据结构- struct appdata_base: vertex shader input with position, normal, one texture coordinate.
struct appdata_base: 带有位置、法线和一个纹理坐标的顶点着色器输入 - struct appdata_tan: vertex shader input with position, normal, tangent, one texture coordinate.
struct appdata_tan:带有位置、法线、切线和一个纹理坐标的顶点着色器输入 - struct appdata_full: vertex shader input with position, normal, tangent, vertex color and two texture coordinates.
struct appdata_full:带有位置、法线、切线、顶点色和两个纹理坐标的顶点着色器输入 - struct appdata_img: vertex shader input with position and one texture coordinate.
struct appdata_img:带有位置和一个纹理坐标的顶点着色器输入
Generic helper functions in UnityCG.cginc 在UnityCG.cginc中的通用辅助函数- float3 WorldSpaceViewDir (float4 v) - returns world space direction (not normalized) from given object space vertex position towards the camera.
float3 WorldSpaceViewDir (float4 v):根据给定的局部空间顶点位置到相机返回世界空间的方向(非规范化的) - float3 ObjSpaceViewDir (float4 v) - returns object space direction (not normalized) from given object space vertex position towards the camera.
float3 ObjSpaceViewDir (float4 v):根据给定的局部空间顶点位置到相机返回局部空间的方向(非规范化的) - float2 ParallaxOffset (half h, half height, half3 viewDir) - calculates UV offset for parallax normal mapping.
float2 ParallaxOffset (half h, half height, half3 viewDir):为视差法线贴图计算UV偏移 - fixed Luminance (fixed3 c) - converts color to luminance (grayscale).
fixed Luminance (fixed3 c):将颜色转换为亮度(灰度) - fixed3 DecodeLightmap (fixed4 color) - decodes color from Unity lightmap (RGBM or dLDR depending on platform).
fixed3 DecodeLightmap (fixed4 color):从Unity光照贴图解码颜色(基于平台为RGBM 或dLDR) - float4 EncodeFloatRGBA (float v) - encodes [0..1) range float into RGBA color, for storage in low precision render target.
float4 EncodeFloatRGBA (float v):为储存低精度的渲染目标,编码[0..1)范围的浮点数到RGBA颜色。 - float DecodeFloatRGBA (float4 enc) - decodes RGBA color into a float.
float DecodeFloatRGBA (float4 enc):解码RGBA颜色到float。 - Similarly, float2 EncodeFloatRG (float v) and float DecodeFloatRG (float2 enc) that use two color channels.
同样的,float2 EncodeFloatRG (float v) 和float DecodeFloatRG (float2 enc)使用的是两个颜色通道。 - float2 EncodeViewNormalStereo (float3 n) - encodes view space normal into two numbers in 0..1 range.
float2 EncodeViewNormalStereo (float3 n):编码视图空间法线到在0到1范围的两个数。 - float3 DecodeViewNormalStereo (float4 enc4) - decodes view space normal from enc4.xy.
float3 DecodeViewNormalStereo (float4 enc4):从enc4.xy解码视图空间法线
Forward rendering helper functions in UnityCG.cginc
UnityCG.cginc正向渲染辅助函数These functions are only useful when using forward rendering (ForwardBase or ForwardAdd pass types).
这些函数只有当使用forward rendering(ForwardBase 或 ForwardAdd通道类型)时才有效。
- float3 WorldSpaceLightDir (float4 v) - computes world space direction (not normalized) to light, given object space vertex position.
根据局部空间顶点位置计算世界空间灯光方向(非规范化的)。 - float3 ObjSpaceLightDir (float4 v) - computes object space direction (not normalized) to light, given object space vertex position.
根据局部空间顶点位置计算局部空间灯光方向(非规范化的)。 - float3 Shade4PointLights (...) - computes illumination from four point lights, with light data tightly packed into vectors. Forward rendering uses this to compute per-vertex lighting.
从4个点光源计算亮度,来将光照数据牢固的装入向量中。正向渲染使用此来计算逐顶点光照。
Vertex-lit helper functions in UnityCG.cginc
UnityCG.cginc中的顶点光照辅助函数These functions are only useful when using per-vertex lit shaders ("Vertex" pass type).
这些函数只在当使用逐顶点光照着色器(“顶点”通道类型)时才有效。
- float3 ShadeVertexLights (float4 vertex, float3 normal) - computes illumination from four per-vertex lights and ambient, given object space position & normal.
根据局部空间位置和法线,从4个逐顶点灯光和环境光计算亮度。
作者: 大爷是某人小号 时间: 2013-10-16 16:13
你这是从文档中copy来的吧,你可以转外国论坛的,不用非得中文
作者: nts 时间: 2013-10-17 09:38
好像是文档啊
作者: 幸福小猪 时间: 2013-10-28 10:42
感谢楼主分享
作者: run0006 时间: 2014-5-7 04:08
感謝分享!
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